You were so close, it seems so obvious to me. Ordo Mechanicus!
I didn't use that one because of the 40k Adeptus Mechanicus

You were so close, it seems so obvious to me. Ordo Mechanicus!
Not sure if this should go in the Doviello+ thread instead, but Lucians "Hero" promotion doesnt give the full half experience point. I only got .16 on turn 1.
EDIT: what happened to the 1 exp from eploring lairs? I mean getting bronze wepons for Lucian on turn 2 is nice, but that he only has .32 of his supposed 2 exp is disappointing.
Another question, how does the shared experence thing work? I cant make heads or tails of it.
awesome mod. I finally realize the true potential of the doviello. turn 152 on marathon and ive wiped 4/9 opponents off the map! Waiting for orthus to come along... Lucian is stronger than him!
I like this idea a lot, both specifically in that it's a good idea for the Mechanos, and generally because if you do this there will be an example to use in order to finally get the White hand, the Scions, and the lizardmen religions in.
You should found the religion with the palace, so that you can make them start with it and not have to go through a turn of anarchy. Since you see this as something the Mechanos should always have, making them go through a turn of anarchy to get it just seems unfair.
You should make a shrine (although built by engineers or sages, no prophets) simply because that's how religions work. If you're worried about too many goodies for them, remember that it doesn't have to be an addition, you can make the shrine replace an existing thing.
Your UUs/Priests should replace arcane units, so that anyone who can build them can't build arcane units anymore. I'd keep the Adeptus and Techmage for the Mechanos, and make an inferior version for other civs that adopt the religion.
I'm very glad to see pirate zeppelin on that list, although I wouldn't put them as a part of the religion. Zeppelins are kind of the height of Mechanos technology, so it seems odd to make that be what is available to others through the religion. Boris, if he's still around, would make a far more sensible religious hero. He has a lot more to do with the pseudo-magic aspect of the Mechanos that I see the religion representing, while zeppelins just seem like straight engineering.
This hero zeppelin, will it have the lame version of hidden nationality, or will it actually have a letter-of-marque like promotion that lets it change it's status?
I like this a lot, Goliath always ended up weak for me, and Feris came too late. Can he still do lethal ranged damage if fully promoted?
On a new note, the more I think about it, the more Feris and this hypothetical pirate zeppelin become connected. Is anyone else getting that sense?
As long as you're making a "real" religion for the mechanos, could you implement The White Hand for the illians too?
Why isent that already implemented? The WH would make a nice religion for anyone to adopt.
I would love to see a scenarion where AV has ruined the world and thretenes to destroy all and only the ultimate force of the White Hand and winter can stop it.
Esentialy, using one great evil power to fight the other.
Their Shrine could really just be Steamworks. Not sure they need anything else there, just change it to a wonder buildable with Great Prophet or Engineer (I say Prophet because if you are leaving the priest line open for them they'll be just as likely to get Prophets as the next guy).
Of course that raises the question of a world spell if you move Steamworks...
Adeptus and techpriest are probably too strong to be available to the Dwarves. Weaker dwarf versions would be fairly easy to crank out though....
If techpriest is moving to fanaticism...are the Mechanos expected to just restart if they have bad terrain where they spawn? If I know I can't do anything about it until fanaticism I'll just try again if I see marshes, jungle, tundra, etc... Seems like a serious flaw.
The altars...will they stay buildable? Right now they are, and if you make Machine Cult a religion they should stay that way.
Steamtanks are already available to Khazad and Mechanos...maybe make them one of the religious units?
You were so close, it seems so obvious to me. Ordo Mechanicus!
It's always bothered me how civs that clearly do follow a religion *cough* Illians *cough* are labeled inappropriately as agnostic. So I completely agree it's a good idea. It might be the start of a larger project. But is it really necessary? Can other civs be forced to adopt this religion if vassalized/teamed even with a -100 weight?
It really seems like this would be more appropriate as a guild. For each refined mana consumed any city with this guild would gain +1+1. This solves the problem with what to do with refined mana without making uberunits and without diminishing it's importance.
This is good. Mechanos should have access to the pagan temple AND a religious temple. Unlike most other "agnostics" they really don't have access to culture improvements except for the drama route.
Oh, and WK, if you feel like working on any FF+ art, take a look at the Dwarven Cannon. It just ... words cannot express how it offends my senses.
What about Ordine Mechanicos? It doesn't make a whole lot of since to put order in the ablative singular and the description is the accusative plural, but that is the way it is in the Ordine Medicos (the order of the Grigori medics). Maybe Patrian (or its derivative languages) don't use the same grammar even though all their words seem to be Latin.
Hmm... Any good Worldspell ideas then? And which altars do you mean?
Um.. am I crazy, or am I missing something? I tried dling this from scratch then patching it and I still don't see the mechanos as useable, or in the pedia. 0.o Are they not available yet and everyone's just talking about them in Orbis, or...? I was under the impression that they were being tested here, and coulda sworn someone mentioned fighting the Dtesh as them...
Ah, those Altars. I'm not sure, honestly. I'm leaning towards blocking them.
I thought about attaching Goliath to the spell, actually, but would rather not...
The fallow idea is interesting, but then they'd be unable to gain pop.
An idea that I think would be interesting, would be applying a promotion to all siege units in the game, for 20? turns, that allows them to kill, through ranged or direct combat, and increases their strength by a large amount. Would be great for the Mechanos, but it could potentially bite you.
>Ironclads would be cool as a dwarf UU, you could make it seem slightly less about incredible technological advancement, and more about not wanting to stop being underground, even while sailing.You know, I'd forgotten about Boris... You're right, he would work there. And with the Zeppelins, I've been tempted to move the Ironclad to be Khazad only, rather than shared, and replace it with the Zeppelins. So it's either that, or make it the religious unit.
I think you mean Feris here? Yes, yes she can. She still has a 100% ranged damage limit.
........You people are making me very tempted to do it now, and delay the release. Don't think I will though.
Ironclads would be cool as a dwarf UU, you could make it seem slightly less about incredible technological advancement, and more about not wanting to stop being underground, even while sailing.
I did mean Feris, sorry. I haven't played Orbis again yet since my hard drive crashed two months ago, so some of the details are a bit fuzzy now.
You shouldn't delay the release, you should plan it for the next release. That way we can quit being jealous of the beta testers.![]()
Things are getting too hectic for me to keep track of all the quotes, so let me respond to the rest of this by topic:
Gaining Fallow: It would be interesting, but it would also be a very fundamental change to the nature of the Mechanos. This seems like more the purview of an alternate leader than a world spell.
World Spell ideas:
>Renewable Resources - gain an additional source of refined mana from the palace.
>Eureka! - discover a single technology.
Are there any numbers or code snippets you can show?
def inheritExperience(self, newUnit, fReturnRate):
if not newUnit.isAlive():
return
py = PyPlayer(newUnit.getOwner())
iTotalXP = 0
iMatchingUnits = 0
if newUnit.getUnitCombatType() == -1:
return
for pUnit in py.getUnitList():
if pUnit.getUnitCombatType() == newUnit.getUnitCombatType() and pUnit != newUnit:
iTotalXP += pUnit.getExperience()
iTotalXP += pUnit.baseCombatStr()
iMatchingUnits += 1
if iMatchingUnits == 0:
return
iAverage = int(iTotalXP / (iMatchingUnits ** fReturnRate))
newUnit.changeExperience(iAverage, -1, false, false, false)
Ironclads would be cool as a dwarf UU, you could make it seem slightly less about incredible technological advancement, and more about not wanting to stop being underground, even while sailing.
Gaining Fallow: It would be interesting, but it would also be a very fundamental change to the nature of the Mechanos. This seems like more the purview of an alternate leader than a world spell.
Ouch. Luckily, this is a question I can answer..... in GlobalDefinesAlt.xml, search for RANGE_COMBAT_XP_PERCENTAGE. Set it to 0.Should take care of it.
Thinking about that...Valkrionn said:I wouldn't be surprised if eventually, an all-Golem civ shows up. Or at least, something along those lines.